Negotiations
Negotiations : Costs 20 Will Pts. and 5 Stam. Per Try
The purpose of Negotiations is to try and settle the fight without actually fighting the rest of the game. If the player get to the Negotiations stage, then they can speak directly to one another and try to “compromise” a way out of the fight. However, if one party still wants to fight a regular fight, follow the rules below to get out of Negotiations. (There are some cards that can cancel Negotiations completely, and some ability that will do the same. There are yet other cards that will lengthen this state and make it so that neither can leave until there is a resolution. Be careful when trying this state of the game as it may well backfire on you.)
To enter Negotiations Phase, the two players Persona’s can not be more than 6 steps from each others or the Negotiations will fail instantly. (The loss of Will pts. so suddenly will cause Shock and it will be the Shock die of the Negotiator vs. that of the Victim. If the Victim wins, the Negotiator will be fatigued for X rounds, where X is the number of damage taken from the shock divided by 3. If the Negotiator wins, game play simply resumes as normal.)
To Instigate Negotiations, neither character can have taken damage of more than 10 pts. in the last 3 rounds. And, neither can be fatigued on the round that it is called.
When this phase begins, if either party does not wish to be in them, the Negotiator may fight to keep the phase going. To do so, it is Diplomacy of the Diplomacy + (Will/200) vs. Diplomacy + (Will/200). (If any damage is dealt it is to their Will and not their life.)
Should the Victim win this attack, the will of the Negotiator will be further lessened and a Shock attack will happen. In the case of Negotiations, Shock is the shock of the Negotiator vs. that of the Victim. The Shock of each is added to the mental attacks and defenses of each and that is the attack and defense of the two. If the Victim wins this, the Negotiator will be in Shock for X rounds. X will be determined by the number of points over the Negotiator’s Shock that the Victim had divided by 3.
If the Negotiator wins, then the Victim is trapped in this phase for another 3 rounds.
During this Phase of the game, all other phases are suspended and nothing can happen until this phase is defeated, or comes to a close. All creatures, minions, etc. are trapped in stasis for the duration of the Negotiations.
Each round of this phase reduces the Will of both characters by 10 pts. If either character is reduced to 0 on their Will, they will Fatigue for 5 rounds and Negotiations will be exited instantly. Once excited, the person that is still standing will resume their turn as if Negotiations never happened.
If both fall into commas, then the match is a draw.
If the Negotiator manages to overwhelm the Victim, then they have won the Negotiations and this phase of the game ends with them gaining the next turn. At this point, all of the Negotiators points, minus Will, are reset on all cards. (This includes the Rank Values, Startup Values, etc.)
If the Negotiator defeats the Victim in the overall game, they gain double the Training for the game as they would if they had only won the game. If they do not win the game, however, they lose the amount that they would have won if they had won.
Note: This will not work in certain modes. Only if the mode shows Negotiations on it will it be useable.
Note 1: Certain races, like the Rattle, can not be negotiated with as they have no Shock to overcome. Sure they can be talked with normally and come to a negotiation, but it can not be forced on them. When the race is of this type, it will state so on the card, or it will show N/A on Shock.